VGUI Image Progress Bar: Difference between revisions
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Note:This has been tested with progress directions PROGRESS_NORTH and PROGRESS_EAST. I have not tested the others, but the code is there. If they are wrong and you correct it in your code, please update this document to reflect the changes you made to get the other directions working properly.
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This has been tested with progress directions PROGRESS_NORTH and PROGRESS_EAST. I have not tested the others, but the code is there. If they are wrong and you correct it in your code, please update this document to reflect the changes you made to get the other directions working properly. | {{Note|This has been tested with progress directions PROGRESS_NORTH and PROGRESS_EAST. I have not tested the others, but the code is there. If they are wrong and you correct it in your code, please update this document to reflect the changes you made to get the other directions working properly.}} |
Revision as of 00:15, 22 September 2008
This is an extension of the ContinuousProgressBar class that Valve already has in place in the VGUI lib. This tutorial is a purely copy/paste tutorial and should not require any modification. However, if I've done something wrong or there's a better way to do something inside my code, please feel free to correct it.
The Header (.h) File
game/client/game_controls/ImageProgressBar.h
#ifndef IMAGEPROGRESSBAR_H #define IMAGEPROGRESSBAR_H #ifdef _WIN32 #pragma once #endif #include <vgui/VGUI.h> #include <vgui_controls/ProgressBar.h> using namespace vgui; class ImageProgressBar : public ContinuousProgressBar { DECLARE_CLASS_SIMPLE( ImageProgressBar, ContinuousProgressBar ); public: ImageProgressBar( Panel *parent, const char *panelName ); ImageProgressBar( Panel *parent, const char *panelName, const char *topTexturename, const char *bottomTextureName ); virtual void Paint( void ); virtual void ApplySettings( KeyValues *inResourceData ); virtual void GetSettings( KeyValues *outResourceData ); void SetTopTexture( const char *topTextureName ); void SetBottomTexture( const char *bottomTextureName ); private: int m_iTopTextureId; int m_iBottomTextureId; char m_szTopTextureName[64]; char m_szBottomTextureName[64]; }; #endif
The Source (.cpp) File
game/client/game_controls/ImageProgressBar.cpp
#include "cbase.h" #include <vgui/ISurface.h> #include <KeyValues.h> #include "ImageProgressBar.h" #include "tier0/memdbgon.h" using namespace vgui; DECLARE_BUILD_FACTORY( ImageProgressBar ); ImageProgressBar::ImageProgressBar( Panel *parent, const char *panelName ) : BaseClass( parent, panelName ) { m_iTopTextureId = m_iBottomTextureId = -1; memset( m_szTopTextureName, 0, sizeof( m_szTopTextureName ) ); memset( m_szBottomTextureName, 0, sizeof( m_szBottomTextureName ) ); } ImageProgressBar::ImageProgressBar(vgui::Panel *parent, const char *panelName, const char *topTextureName, const char *bottomTextureName ) : BaseClass( parent, panelName ) { SetTopTexture( topTextureName ); SetBottomTexture( bottomTextureName ); } void ImageProgressBar::SetTopTexture(const char *topTextureName) { if( topTextureName != NULL && topTextureName[0] ) { Q_strncpy( m_szTopTextureName, topTextureName, 64 ); m_iTopTextureId = surface()->DrawGetTextureId( topTextureName ); if( m_iTopTextureId == -1 ) { m_iTopTextureId = surface()->CreateNewTextureID(); surface()->DrawSetTextureFile( m_iTopTextureId, topTextureName, false, true ); } } else { memset( m_szTopTextureName, 0, sizeof( m_szTopTextureName ) ); m_iTopTextureId = -1; } } void ImageProgressBar::SetBottomTexture(const char *bottomTextureName) { if( bottomTextureName != NULL && bottomTextureName[0] ) { Q_strncpy( m_szBottomTextureName, bottomTextureName, 64 ); m_iBottomTextureId = surface()->DrawGetTextureId( bottomTextureName ); if( m_iBottomTextureId == -1 ) { m_iBottomTextureId = surface()->CreateNewTextureID(); surface()->DrawSetTextureFile( m_iBottomTextureId, bottomTextureName, false, true ); } } else { memset( m_szBottomTextureName, 0, sizeof( m_szBottomTextureName ) ); m_iBottomTextureId = -1; } } void ImageProgressBar::ApplySettings( KeyValues *inResourceData ) { const char *topTextureName = inResourceData->GetString("TopImage", ""); SetTopTexture( topTextureName ); const char *bottomTextureName = inResourceData->GetString("BottomImage", ""); SetBottomTexture( bottomTextureName ); BaseClass::ApplySettings( inResourceData ); } void ImageProgressBar::GetSettings( KeyValues *outResourceData ) { BaseClass::GetSettings( outResourceData ); outResourceData->SetString( "TopImage", m_szTopTextureName ); outResourceData->SetString( "BottomImage", m_szBottomTextureName ); } void ImageProgressBar::Paint( void ) { if( m_iTopTextureId == -1 ) return; int x = 0, y = 0; int wide, tall; GetSize( wide, tall ); if( m_iBottomTextureId != -1 ) { surface()->DrawSetTexture( m_iBottomTextureId ); surface()->DrawSetColor( 255, 255, 255, 255 ); surface()->DrawTexturedRect( x, y, wide, tall ); } surface()->DrawSetTexture( m_iTopTextureId ); surface()->DrawSetColor( 255, 255, 255, 255 ); switch( m_iProgressDirection ) { case PROGRESS_EAST: surface()->DrawTexturedSubRect( x, y, x + (int)(wide * _progress), y + tall, 0.0f, 0.0f, _progress, 1.0f ); break; case PROGRESS_WEST: surface()->DrawTexturedSubRect( x + (int)(wide * (1.0f - _progress) ), y, x + wide, y + tall, 1.0f - _progress, 0.0f, 1.0f, 1.0f ); break; case PROGRESS_NORTH: surface()->DrawTexturedSubRect( x, y + (int)(tall * (1.0f - _progress) ), x + wide, y + tall, 0.0f, 0.0f, 1.0f, _progress ); break; case PROGRESS_SOUTH: surface()->DrawTexturedSubRect( x, y, x + wide, y + (int)( tall * _progress), 0.0f, 1.0f - _progress, 1.0f, 1.0f ); break; } }
Usage
To use this in a .res file, you may use it like any other progress bar. I've added a couple of keys to the resource data so you can change the images uses via the .res files. Here's an example that does not use a background progress bar image. Background progress images aren't required, but can be used if needed:
"HealthProgressBar" { "ControlName" "ImageProgressBar" "fieldName" "HealthProgressBar" "xpos" "10" "ypos" "25" "wide" "200" "tall" "32" "autoResize" "1" "visible" "1" "enabled" "1" "tabPosition" "0" "TopImage" "vgui/gfx/HUD/health_bar" }
To use it in code:
m_pHealthProgressBar = new ImageProgressBar( this, "HealthProgressBar", "vgui/gfx/HUD/health_bar", NULL ); m_pHealthProgressBar->SetProgressDirection( ProgressBar::PROGRESS_EAST );
